补充事件参数 + 完善 UI 设计
- 事件节点在 EventNodeComponent.cs 的 StartEvent/EndEvent 会携带 runId/nodeId/nodeType/sequenceIndex - 商店节点在 ShopNodeComponent.cs 也会带同一套字段 - 战斗节点通过 CombatNodeComponent.cs 把上下文传进 CombatScheduler,再由 CombatRunningPhaseState.cs 发 NodeEnterEventArgs、由 CombatSchedulerFlowCoordinator.cs 发 NodeCompleteEventArgs - NodeCompleteEventArgs.cs 现在新增了 SequenceIndex - 各种 UI 的覆盖问题
This commit is contained in:
+7
-1
@@ -38,7 +38,13 @@ namespace GeometryTD.CustomComponent
|
||||
if (!Context.NodeEnterFired)
|
||||
{
|
||||
Context.NodeEnterFired = true;
|
||||
GameEntry.Event.Fire(Flow, NodeEnterEventArgs.Create());
|
||||
GameEntry.Event.Fire(
|
||||
Flow,
|
||||
NodeEnterEventArgs.Create(
|
||||
Context.RunId,
|
||||
Context.NodeId,
|
||||
Context.NodeType,
|
||||
Context.SequenceIndex));
|
||||
}
|
||||
|
||||
Log.Info(
|
||||
|
||||
Reference in New Issue
Block a user